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vafana

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Everything posted by vafana

  1. For a long time, in stable and also in dev branch versions, persists a very annoying bug: every time I use an enemy mortar, after several rounds fired (with artillery computer) I get damage every single time... I searched on forum, I have not found anything about it, maybe I have not looked enough... Does anyone else have this bug? It's easy to replicate, place in editor an enemy with mortar, kill him, take his place, then use artillery computer, shoot a few rounds. I get injury after 7 or 8 rounds, sometimes after fewer.
  2. vafana

    [SP] Pilgrimage

    So far, I use "Apex" since it came out in dev branch and I had no problems with "Pilgrimage" neither in Cernarus or Altis. The only problem I had, It was with RHS in "Pilgrimage" Altis.
  3. vafana

    Very annoying mortar bug.

    Possibly, but not a solution for me, I wanted to open a ticket on feedback tracker but I can`t log in, they don`t send the code into my email I tried many times, for this reason I posted here.
  4. vafana

    [SP] Pilgrimage

    Tomorrow "Apex" will be released; So I made a few updates in "Pilgrimage Tanoa" I hope they will not change anything in terms of class names. "BetterLootBuildings": I updated with class names of military buildings specific to Tanoa (meaning, better loot in military buildings. In the present version is not working properly); and more presence of "syndicat" patrols instead of AAF toops (I like to see them running without shoes :P ) First, a few more tests :) .
  5. vafana

    Will you keep buying ArmA games?

    Absolutely, "ArmA" deserves to be bought, more than many games on the market. I think it's a subjective question, "ArmA" is still "ArmA" no matter what some may believe, there is no game on the market to have so many opportunities to create a mission, not to mention mods; what seems to be new is the fact that "ArmA" can be played casually, but in the end the choice It comes from each individual player. In conclusion, the question is subjective.
  6. vafana

    [SP] Pilgrimage

    Thanks @a2012v, Interesting changes, I will try it.
  7. vafana

    JSRS4 - APEX 1.2

    Thanks @LJ for your work, great job :ok: . I noticed that, on Tanoa, the sound of footsteps on the beach sand is the same as in water, someone else noticed this?
  8. vafana

    [SP] Pilgrimage

    Well, you can plant a new one in place, they tend to grow quite quickly :)
  9. vafana

    [SP] Pilgrimage

    @Rydygier That birch tree is dead, it will dry out .. Yes, I think that one of the starting points is somewhat close to a crossroad, I don`t remember which one. It happened to me once, as soon as I arrived on the beach I was killed by a patrol.
  10. vafana

    Sounds broken on new build

    Yeah .... very annoying this bug, it is already a ticket for it: https://feedback.bistudio.com/T118395 - apparently it is taken into account.
  11. vafana

    [SP] Pilgrimage

    Possible mod conflict. Try and see how it works without mods. Only in "Pilgrimage" is this happening? Now I tried a little experience in "Pilgrimage Chernarus," I added some new units from Apex, they fit quite well in the new environment, especially with their camouflage. ;)
  12. vafana

    Sounds broken on new build

    The same bug in the latest dev build, after I get back in the game and load a save game, vehicles have no engine sound. :(
  13. Does anyone have this bug: vehicles have no sound after leaving the game, then go back and load a save game, I tried in editor without any mods, same thing happened. Is there a ticket for this?
  14. vafana

    [SP] Pilgrimage

    Well...you did hitchhiking on your own risk, especially to an airfield... (recon first) ;) .
  15. vafana

    [SP] Pilgrimage

    Yes, you need Tanoa map and other assets from Apex to play this version of Pilgrimage. Apex has around 8 Gb and will be installed in the main directory of Arma 3 (Expansion folder, Just like OA in Arma 2). @Stormforge I also had this "bug", even in Altis and Chernarus, is something rare but it happens. I usually play without loot in civil buildings, my loot comes from dead enemies, checkpoints and hidden camps, It is more challenging in this way :ph34r: .
  16. vafana

    [SP] Pilgrimage

    @Stormforge Today I finished "Pilgrimage Tanoa" for the first time, everything worked well, I encountered three hidden camps with bandits. So, I suppose due to mods you use, you met Russian guerrillas, because Apex does not contain such units. The mines are near airports and strongholds, it is part of "Pilgrimage". You should try to play without mods containing units or weapons, already with Apex, Arma 3 contains a large variety of weapons and units, but of course, it's your choice :) .
  17. vafana

    [SP] Pilgrimage

    I had no problems so far, I have met a few new patrols, 3 CSAT Pacific and 1 Viper (they said something in Jackie Chan's style :P ) Yet for 2 hours of playing I have not found any hidden camp with bandits, and I'm injured from the first fight with Viper patrol fight was so fierce that I had no time to save.
  18. vafana

    [SP] Pilgrimage

    Considering that "Apex" came out, I made some changes in "Pilgrimage": In "Strongholds" are units from CSAT Pacific; In "checkpoints" there are units from CSAT Pacific and AAF; in "hidden camps" are bandits. in spec ops patrols are CSAT Pacific and Viper Team. However, there will still be patrols consisting of regular CSAT. I would be glad if you will try the new version and ghive some feedback if it works or not. I would like to remind you that I have not changed anything in specific functionalities of this mission, only locations and classes; all credits goes to @Rydygier for this mission. :clap: Pilgrimage Tanoa
  19. vafana

    [SP] Pilgrimage

    I think it's a matter of preference. "Pilgrimage" in Tanoa is a real challenge, indeed the AI does not see through vegetation and you don`t see them for too long. In Altis, it's simple, you just need a good position with a sniper rifle; in Tanoa the contrary: movement, assault rifle, a lot of grenades and eyes wide open :ph34r: (and good headsets). Finally, for who loves a good fight in an exotic island, "Pilgrimage" is a real challenge (and a real craze, as you said) .
  20. vafana

    [SP] Pilgrimage

    @alky_lee You're lucky .. now I'm in Laikoro in southwestern island without armor, 3 mags, hidden in a wooden house under mortar fire and two patrols trying to "clean" me from the bushes ... (I like to play without loot in civil buildings...)
  21. vafana

    [SP] Pilgrimage

    Until now, I had no problem with healing, it works for me ...
  22. vafana

    [SP] Pilgrimage

    @distorsion Well, it's a very high chance that for 1200 ff to buy information about a boat, just pay attention at ADM messages ;) or use your landing boat. Thanks to @Rydyger for this mission.
  23. vafana

    [SP] Pilgrimage

    @Rydygier For me, after a hard working day, your mission is relaxing :) . Yes, oriental music, it seemed suitable for Tanoa, especially with the upcoming faction (units and Chinese weapons). New HUD is dev branch thing.
  24. vafana

    [SP] Pilgrimage

    @alky_lee OK... ADM messages, very easy to fix; I used 'Chernarus' version as template, That "healing" bug, I had the same when I used RHS mod but in "Pilgrimage Altis' only have you tried a hidden camp for healing? I will try to replicate for me. I did not changed anything in the scripts, only locations. Fixed ADM`s : Pilgrimage Tanoa
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